A Survey on Metric of Software Cognitive Complexity for OO design

In modern era, the biggest challenge facing the software industry is the upcoming of new technologies. So, the software engineers are gearing up themselves to meet and manage change in large software system. Also they find it difficult to deal with software cognitive complexities. In the last few years many metrics were proposed to measure the cognitive complexity of software. This paper aims at a comprehensive survey of the metric of software cognitive complexity. Some classic and efficient software cognitive complexity metrics, such as Class Complexity (CC), Weighted Class Complexity (WCC), Extended Weighted Class Complexity (EWCC), Class Complexity due to Inheritance (CCI) and Average Complexity of a program due to Inheritance (ACI), are discussed and analyzed. The comparison and the relationship of these metrics of software complexity are also presented.

A Proposed Framework for Visualization to Teach Computer Science

Computer programming is considered a very difficult course by many computer science students. The reasons for the difficulties include cognitive load involved in programming, different learning styles of students, instructional methodology and the choice of the programming languages. To reduce the difficulties the following have been tried: pair programming, program visualization, different learning styles etc. However, these efforts have produced limited success. This paper reviews the problem and proposes a framework to help students overcome the difficulties involved.

Attribute Weighted Class Complexity: A New Metric for Measuring Cognitive Complexity of OO Systems

In general, class complexity is measured based on any one of these factors such as Line of Codes (LOC), Functional points (FP), Number of Methods (NOM), Number of Attributes (NOA) and so on. There are several new techniques, methods and metrics with the different factors that are to be developed by the researchers for calculating the complexity of the class in Object Oriented (OO) software. Earlier, Arockiam et.al has proposed a new complexity measure namely Extended Weighted Class Complexity (EWCC) which is an extension of Weighted Class Complexity which is proposed by Mishra et.al. EWCC is the sum of cognitive weights of attributes and methods of the class and that of the classes derived. In EWCC, a cognitive weight of each attribute is considered to be 1. The main problem in EWCC metric is that, every attribute holds the same value but in general, cognitive load in understanding the different types of attributes cannot be the same. So here, we are proposing a new metric namely Attribute Weighted Class Complexity (AWCC). In AWCC, the cognitive weights have to be assigned for the attributes which are derived from the effort needed to understand their data types. The proposed metric has been proved to be a better measure of complexity of class with attributes through the case studies and experiments

Explorations in the Role of Emotion in Moral Judgment

Recent theorizations on the cognitive process of moral judgment have focused on the role of intuitions and emotions, marking a departure from previous emphasis on conscious, step-by-step reasoning. My study investigated how being in a disgusted mood state affects moral judgment. Participants were induced to enter a disgusted mood state through listening to disgusting sounds and reading disgusting descriptions. Results shows that they, when compared to control who have not been induced to feel disgust, are more likely to endorse actions that are emotionally aversive but maximizes utilitarian return The result is analyzed using the 'emotion-as-information' approach to decision making. The result is consistent with the view that emotions play an important role in determining moral judgment.

The Impact of Video Games in Children-s Learning of Mathematics

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

The Efficacy of Self-Administered Danger Ideation Reduction Therapy for a 50-year Old Woman with a 20 Year History of Obsessive- Compulsive Disorder: A Case Study

Obsessive-Compulsive Disorder (OCD) is a common and disabling condition. Therapist-delivered treatments that use exposure and response prevention have been found to be very effective in treating OCD, although they are costly and associated with high rates of attrition. Effective treatments that can be made widely available without the need for therapist contact are urgently needed. This case study represents the first published investigation of a self-administered cognitive treatment for OCD in a 50-year old female with a 20 year history of OCD. The treatment evaluation occurred over 27 weeks, including 12 weeks of self-administration of the Danger Ideation Reduction Therapy (DIRT) program. Decreases of between 23% to 33% on measures from pre-treatment to follow-up were observed. Bearing in mind the methodological limitations associated with a case study, we conclude that the results reported here are encouraging and indicate that further research effort evaluating the effectiveness of self-administered DIRT is warranted.

Spectrum Sensing Based On the Cyclostationarity of PU Signals in High Traffic Environments

In cognitive radio (CR) systems, the primary user (PU) signal would randomly depart or arrive during the sensing period of a CR user, which is referred to as the high traffic environment. In this paper, we propose a novel spectrum sensing scheme based on the cyclostationarity of PU signals in high traffic environments. Specifically, we obtain a test statistic by applying an estimate of spectral autocoherence function of the PU signal to the generalized- likelihood ratio. From numerical results, it is confirmed that the proposed scheme provides a better spectrum sensing performance compared with the conventional spectrum sensing scheme based on the energy of the PU signals in high traffic environments.

Analysis of Secondary School Students’ Perceptions about Information Technologies through a Word Association Test

The aim of this study is to discover secondary school students’ perceptions related to information technologies and the connections between concepts in their cognitive structures. A word association test consisting of six concepts related to information technologies is used to collect data from 244 secondary school students. Concept maps that present students’ cognitive structures are drawn with the help of frequency data. Data are analyzed and interpreted according to the connections obtained as a result of the concept maps. It is determined students associate most with these concepts—computer, Internet, and communication of the given concepts, and associate least with these concepts—computer-assisted education and information technologies. These results show the concepts, Internet, communication, and computer, are an important part of students’ cognitive structures. In addition, students mostly answer computer, phone, game, Internet and Facebook as the key concepts. These answers show students regard information technologies as a means for entertainment and free time activity, not as a means for education.

Modality and Redundancy Effects on Music Theory Learning Among Pupils of Different Anxiety Levels

The purpose of this study was to investigate effects of modality and redundancy principles on music theory learning among pupils of different anxiety levels. The lesson of music theory was developed in three different modes, audio and image (AI), text with image (TI) and audio with image and text (AIT). The independent variables were the three modes of courseware. The moderator variable was the anxiety level, while the dependent variable was the post test score. The study sample consisted of 405 third-grade pupils. Descriptive and inferential statistics were conducted to analyze the collected data. Analyses of covariance (ANCOVA) and Post hoc were carried out to examine the main effects as well as the interaction effects of the independent variables on the dependent variable. The findings of this study showed that medium anxiety pupils performed significantly better than low and high anxiety pupils in all the three treatment modes. The AI mode was found to help pupils with high anxiety significantly more than the TI and AIT modes.

Consensus on Climate Change Adaptation among Government and Populace

Observations and long-term trends indicate that climate change impacts would be significant and affects Taiwan directly and severely. Taiwan engages not only in mitigation, but also in adaptation. However, there are cognitive gaps on adaptation between government and populace. Besides, a vision of zero-carbon and renewable energy 100% will be adopted in future. Therefore, the objectives of this article are to 1) hold a National Forum for knowing differences between the strategies of zero-carbon and renewable energy 100% and cognitions of general populace, and 2) plan a clear roadmap for the vision, strategy, and measures. In this forum, we set 5 group topics, 5 presumed themes, and issues mentioned review for concluding the critical issues. Finally, there are 4 strategies and 14 critical issues which correlate with the vision and strategy of government and the cognition of the general populace.

Usability and Affordances: Examinations of Object-Naming and Object-Task Performance in Haptic Interfaces

The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.

Wavelet-Based Spectrum Sensing for Cognitive Radios using Hilbert Transform

For cognitive radio networks, there is a major spectrum sensing problem, i.e. dynamic spectrum management. It is an important issue to sense and identify the spectrum holes in cognitive radio networks. The first-order derivative scheme is usually used to detect the edge of the spectrum. In this paper, a novel spectrum sensing technique for cognitive radio is presented. The proposed algorithm offers efficient edge detection. Then, simulation results show the performance of the first-order derivative scheme and the proposed scheme and depict that the proposed scheme obtains better performance than does the first-order derivative scheme.

Stochastic Learning Algorithms for Modeling Human Category Learning

Most neural network (NN) models of human category learning use a gradient-based learning method, which assumes that locally-optimal changes are made to model parameters on each learning trial. This method tends to under predict variability in individual-level cognitive processes. In addition many recent models of human category learning have been criticized for not being able to replicate rapid changes in categorization accuracy and attention processes observed in empirical studies. In this paper we introduce stochastic learning algorithms for NN models of human category learning and show that use of the algorithms can result in (a) rapid changes in accuracy and attention allocation, and (b) different learning trajectories and more realistic variability at the individual-level.

Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements

The last decade has seen an early majority of people The last decade, the role of the of the information communication technologies has increased in improving the social and business life of people. Today, it is recognized that game could contribute to enhance virtual rehabilitation by better engaging patients. Our research study aims to develop a game based system enhancing cognitive and physical capabilities of elderly people. To this end, the project aims to develop a low cost hand held system based on existing game such as Wii, PSP, or Xbox. This paper discusses the concepts and requirements for developing such game for elderly people. Based on the requirement elicitation, we intend to develop a prototype related to sport and dance activities.

The Study of using Public Participation Geographic Information System in Indigenous Mapping

Current practice of indigenous Mapping production based on GIS, are mostly produced by professional GIS personnel. Given such persons maintain control over data collection and authoring, it is possible to conceive errors due to misrepresentation or cognitive misunderstanding, causing map production inconsistencies. In order to avoid such issues, this research into tribal GIS interface focuses not on customizing interfaces for individual tribes, but rather generalizing the interface and features based on indigenous tribal user needs. The methods employed differs from the traditional expert top-down approach, and instead gaining deeper understanding into indigenous Mappings and user needs, prior to applying mapping techniques and feature development.

On the Need to have an Additional Methodology for the Psychological Product Measurement and Evaluation

Cognitive Science appeared about 40 years ago, subsequent to the challenge of the Artificial Intelligence, as common territory for several scientific disciplines such as: IT, mathematics, psychology, neurology, philosophy, sociology, and linguistics. The new born science was justified by the complexity of the problems related to the human knowledge on one hand, and on the other by the fact that none of the above mentioned sciences could explain alone the mental phenomena. Based on the data supplied by the experimental sciences such as psychology or neurology, models of the human mind operation are built in the cognition science. These models are implemented in computer programs and/or electronic circuits (specific to the artificial intelligence) – cognitive systems – whose competences and performances are compared to the human ones, leading to the psychology and neurology data reinterpretation, respectively to the construction of new models. During these processes if psychology provides the experimental basis, philosophy and mathematics provides the abstraction level utterly necessary for the intermission of the mentioned sciences. The ongoing general problematic of the cognitive approach provides two important types of approach: the computational one, starting from the idea that the mental phenomenon can be reduced to 1 and 0 type calculus operations, and the connection one that considers the thinking products as being a result of the interaction between all the composing (included) systems. In the field of psychology measurements in the computational register use classical inquiries and psychometrical tests, generally based on calculus methods. Deeming things from both sides that are representing the cognitive science, we can notice a gap in psychological product measurement possibilities, regarded from the connectionist perspective, that requires the unitary understanding of the quality – quantity whole. In such approach measurement by calculus proves to be inefficient. Our researches, deployed for longer than 20 years, lead to the conclusion that measuring by forms properly fits to the connectionism laws and principles.

Reducing Cognitive Load in Learning Computer Programming

Many difficulties are faced in the process of learning computer programming. This paper will propose a system framework intended to reduce cognitive load in learning programming. In first section focus is given on the process of learning and the shortcomings of the current approaches to learning programming. Finally the proposed prototype is suggested along with the justification of the prototype. In the proposed prototype the concept map is used as visualization metaphor. Concept maps are similar to the mental schema in long term memory and hence it can reduce cognitive load well. In addition other method such as part code method is also proposed in this framework to can reduce cognitive load.

The Effects of the Impact of Instructional Immediacy on Cognition and Learning in Online Classes

Current research has explored the impact of instructional immediacy, defined as those behaviors that help build close relationships or feelings of closeness, both on cognition and motivation in the traditional classroom and online classroom; however, online courses continue to suffer from higher dropout rates. Based on Albert Bandura-s Social Cognitive Theory, four primary relationships or interactions in an online course will be explored in light of how they can provide immediacy thereby reducing student attrition and improving cognitive learning. The four relationships are teacher-student, student-student, and student-content, and studentcomputer. Results of a study conducted with inservice teachers completing a 14-week online professional development technology course will be examined to demonstrate immediacy strategies that improve cognitive learning and reduce student attrition. Results of the study reveal that students can be motivated through various interactions and instructional immediacy behaviors which lead to higher completion rates, improved self-efficacy, and cognitive learning.

Effects of Proactive Coping on Workplace Adaptation After Transition from College to Workplace

Proactive coping directed at an upcoming as opposed to an ongoing stressor, is a new focus in positive psychology. The present study explored the proactive coping-s effect on the workplace adaptation after transition from college to workplace. In order to demonstrate the influence process between them, we constructed the model of proactive coping style effecting the actual positive coping efforts and outcomes by mediating proactive competence during one year after the transition. Participants (n = 100) started to work right after graduating from college completed all the four time-s surveys --one month before (Time 0), one month after (Time 1), three months after (Time 2), and one year after (Time 3) the transition. Time 0 survey included the measurement of proactive coping style and competence. Time 1, 2, 3 surveys included the measurement of the challenge cognitive appraisal, problem solving coping strategy, and subjective workplace adaptation. The result indicated that proactive coping style effected newcomers- actual coping efforts and outcomes by mediating proactive coping competence. The result also showed that proactive coping competence directly promoted Time1-s actual positive coping efforts and outcomes, and indirectly promoted Time 2-s and Time 3-s.

Knowledge-Based Approach and System for Processof School/University Orientation

The school / university orientation interests a broad and often badly informed public. Technically, it is an important multicriterion decision problem, which supposes the combination of much academic professional and/or lawful knowledge, which in turn justifies software resorting to the techniques of Artificial Intelligence. CORUS is an expert system of the "Conseil et ORientation Universitaire et Scolaire", based on a knowledge representation language (KRL) with rules and objects, called/ known as Ibn Rochd. CORUS was developed thanks to DéGSE, a workshop of cognitive engineering which supports this LRC. CORUS works out many acceptable solutions for the case considered, and retains the most satisfactory among them. Several versions of CORUS have extended its services gradually.